Kingdom Hearts Re: Chain of Memories Walkthrough

Type: General
Description:
Version: 1.00
Status: Complete

Kingdom Hearts - Re: Chain of Memories
Table of Contents
[1]Introduction
[2]Update Log
[3]Controls
[4]User Interface
[5]The Menu
[6]Door Cards - How To
[7]Walkthrough - Sora's Story
[7.1]Main Floor
[7.2]First Floor - Traverse Town
[7.2a]Guard Armour
[7.2b]Axel
[7.3]Second Floor - Agrabah
[7.3a]Jafar
[7.4]Third Floor - Olympus Coliseum
[7.4a]Hades
[7.5]Fourth Floor - Wonderland
[7.5a]Queen's Cards
[7.5b]Trickmaster
[7.6]Fifth Floor - Monstro
[7.6a]Parasite Cage
[7.6b]Monstro's Belly Brawl
[7.7]Sixth Floor - Halloween Town
[7.7a]Oogie Boogie
[7.8]Sixth Floor Exit Hall
[7.8a]Larxene
[7.9]Seventh Floor - Atlantis
[7.9a]Ursula
[7.10]Seventh Floor Exit Hall
[7.10a]Riku V.1
[7.11]Eighth Floor - Neverland
[7.11a]Captain Hook
[7.12]Eighth Floor Exit Hall
[7.12a]Riku V.2
[7.13]Ninth Floor - Hallow Bastion
[7.13a]Maleficent
[7.14]Tenth Floor - 100 Acre Wood
[7.14a]Veggie Panic
[7.14b]Baloon Glider
[7.14c]Tigger's Jump-A-Thon
[7.14d]Whirlwind Plunge
[7.14e]Bumble Rumble
[7.15]Tenth Floor Exit Hall
[7.15a]Vexen
[7.16]Eleventh Floor - Twilight Town
[7.16a]Vexen V. 2
[7.17]Eleventh Floor Exit Hall
[7.17a]Riku V. 3
[7.18]Twelfth Floor - Destiny Islands
[7.18a]Darkside
[7.19]Twelfth Floor Exit Hall
[7.19a]Riku V. 4
[7.19b]Larxene V. 2
[7.20]Thirteenth Floor - Castle Oblivion
[7.20a]Axel V. 2
[7.20b]Marluxia
[7.21]The Final Battle
[7.21a]Marluxia V. 2
[7.21b]Marluxia V. 3
[8]Sora's Battle Decks
[8.1]Final Bosses Deck
[9]Door Card List
[10]Credits
[11]Final Notes
[1]Introduction
Welcome to my Chain of Memories Walkthrough.
This strategy guide has been written based on the Proud Mode difficulty
setting, health lists on bosses should be a little bit different because of
the difficulty.
This guide will also try to remain as spoiler free as possible, however
certain information, like boss names, can be considered spoilers as well
so be forewarned if you decide to skip ahead and look at what's next.
[2]Update Log
---December 28, 2008---1.00
Sora's Walkthrough Finished
---December 25, 2008---0.80
Floors 9 through 12 completed
Merry Christmas!
---December 23, 2008---0.60
Floor 7 and 8 Completed
Minor grammatical errors, had some
names of bosses / locations wrong
---December 22, 2008---0.30
First 6 floors completed
---December 20, 2008---0.25
Walkthrough updated to the end of Agrabah
Door Card List & Door Cards - How To added
---December 18, 2008---0.10
Guide Started, Traverse town finished
UI & Menu Descriptions
Controls written
[3]Controls
Controls differ based on whether you are in a room
or inside of a battle. For ease of distinguishing
here are 2 control lists, for each instance.
[3.1]In Room Controls
Cross: Attack
Square: Dodge Roll
Circle: Jump (hold to Glide {obtained in wonderland} )
Triangle: Interact / Re-synthesize doors
Start: Access Menu
Select: Floor Map
R2: Lock-On
R3: Auto focus Camera
Left Analog Stick: Movement Controls
Right Analog Stick: Camera Controls
D-Pad: Same as Left Analog Stick
[3.2]In Battle Controls
Cross: Use Card
Square: Dodge Roll
Circle: Jump (Hold to Glide {obtained in wonderland} )
Triangle: Move currently selected card to Sleight list
Use Sleight when 3 cards are in Sleight list
Start: Pause
R1: Move deck to the right
L1: Move deck to the left
R1 + L1: Use Sleights
R2: Lock-on
L2: Remove cards in Sleight list back to deck
Left Analog Stick: Movement Controls
Right Analog Stick: Camera Controls
D-pad: Same as Left Analog Stick
[4]User Interface
Top Left:
Character Health - Health bar, when it runs out you die.
Sora's Sleights - Lists cards that Sora assembles for Sleight
abilities that you can use.
Top Right:
Enemy Health - Enemies health bar, when it runs out the enemy will die.
On the right side of the health bar there may be some
small circles, these represent extra health bars on
units.
Boss Sleights - Lists any cards that bosses store for Sleight abilities.
Bottom Left:
Sora's Card Counter - This shows a list of Sora's Cards while in battle.
It will list your current target, the next 2 in
your rotation when the first is used up and the
last card in your deck, (think of the deck as
a big Rolodex)
Bottom Right:
Boss Card Counter - When fighting a boss this will show what cards they
are currently about to use, they will page through
cards the same as you can, but you will only be able
to see their currently selected card.
Bottom Middle:
Played Cards - These list cards in play, both on your side and enemy
sides. When a card is in this zone it can be broken
by the opposite side by playing a higher rated card.
[5]The Menu
The menu can be accessed at any time while in Castle Oblivion or any
of the Levels themselves, but can not be accessed during cut scenes and
boss battles.
Review Decks
-where you can build and assemble new decks, as well as edit current
ones.
World Map
-The map of your current Level.
Map Cards
-A list of all Door Cards you currently possess.
World Cards
-Cards you have obtained in Castle Oblivion for synchronizing to floors,
if a card is already bound, it will display on what floor it is bound to.
Status
-Status of Sora, including; Level, Experience, CP, Health & Sleights
Journal
-A Journal held by Jimminy, tracks all progress through both Castle
Oblivion and the Levels inside of them.
Settings
-Game settings, adjust features like Subtitles and analog movement.
[6]Door Cards - How To
Levels in Chain of Memories are Derived in a set number of doors
following a pathway, these doors will eventually link up with 3 Quest
doors that can be accessed with Golden Key Cards and another type of
card specified at the door itself.
Lets take a look at how these pathways / doors work.
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S: Start of Level
This is where you will start at the beginning of every level, you
will usually be presented with some lore or a short battle, and
achieve your first Golden Key, The Key of Beginnings. In this
map representation you will need to travel North to continue to
the next room.
1+: Door Level Requirement
When you try to synthesize a doorway you need 2 different things,
the first is a Room Card, which drops at the end of every creature
battle that you fight and an Adequate number on the card itself.
In order to Synthesize a door you will have to approach a door and
hit Triangle when prompted. This will enter you into the Synthesize
menu.
The first door you enter will have a '1+' on it when you enter
the Synthesize menu, this means that in order to Synthesize the door
properly you must select a card with a value of 1 or higher. It is
important to choose the lowest value card you can (not zero,
explained later.) The reason you want to do this is because the next
doorway will have to be rendered at least one card higher then what
you just used, (If you use a 6 card to Synthesize this door, the
next door will need a 7 card or higher.)
If you Synthesize a door with a 9 card, the next door will require a
9 or higher again, a door will never increase above 9.
If your door counter gets too high and you do not have a higher card
you can use a 0 door card. This card can be used on any door regardless
of the required number. Additionally it will not increase the value of
the next door, so if your counter is at 5 and you use a 0 card, the
value of the next door will stay at 5.
A: First Gold Key Door - Key of Beginnings
This is the first quest door you will encounter in a level. It will
require a specific Gold Card that is usually obtained at the start
of each level.
In this room you will encounter a Lore scenario, usually learning
something about the world you are in and meeting certain notable
characters. You may need to fight in a regular battle in order to
proceed as well, but it would be either a training battle or just
against regular creatures.
At the end of the room you will receive another Gold Key, the Key
of Guidance.
Once a Quest room is finished the door will vanish, and you will
be moved to another room, usually the one you Synthesized the doorway
from. In order to continue on we need to head north again to the next
room.
When that room is reached we can head to the second Quest Room.
B: Second Gold Key Door - Key of Guidance
This room will function exactly the same as the first Gold Key
Door, you will encounter a Lore scenario and may need to battle some
creatures. After this you will be given the final Gold Quest Key,
the Key to Truth.
You will be moved back to the previous room. Head north again to
gain access to the final door.
C: Third Gold Key Door - Key to Truth
This is the final Quest Door, which will lead you to the boss
battle of the particular level you are on. Once you have killed
the boss you will be teleported to the final room, the Conqueror's
Respite.
Q: Conqueror's Respite
Conqueror's Respite is the final zone in a level. This room has no
Heartless but will have a Save Spot. There will also be a final
door that does not need to be Synthesized, this door will lead you
out of the Level and back to Castle Oblivion.
D: Key of Rewards
This is a special key that is not obtained through a normal level,
inside of the room will be special rewards.
G: Green Requirement
R: Red Requirement
5: Exact # Requirement
3-: 3 or Less Required
Certain doors will require a special type of card to Synthesize beyond
a Gold card. These can either be a Colour of card or the number itself.
Examples can be a Green or Red colour, needing exactly 5 or less
then 3.
[7]Walkthrough - Sora's Story
Before you start this guide, I would highly recommend that you look at
the door cards topic in this forum, it will explain how to use the
cards to continue and should help you understand how my guide is
layed out. If you encounter any problems after that please send me
a message on my e-mail address, (which can be found at the very
end of this FAQ, in the final notes section.)
[7.1]Main Floor
When you first enter the castle you will be given a Traverse Town
card, this card can be used on the door in front of you to create
the first level for you.
A note about Level cards, You will usually be given these cards in
groups, you will first obtain only Traverse Town, which serves as
a tutorial level, then after that you will gain 6 level cards.
**The order of the levels that you travel to makes no difference in
the overall play out of the story, I will list the Levels that I
chose in order to create a final path, but the levels can be
switched around based on your own discretion.
[7.2]First Floor - Traverse Town
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|R | | | | |
|B |==| | | |
|__| |__| |__|
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____ ____ ____
|R | | | | |
|A |==| | |D | A: Key of Beginnings
|__| |__| |__| B: Key of Guidance
|| C: Key to Truth
____ D: Key to Rewards
| | G: Green Key Required
| | R: Red Key Required
|__| S: Start of Level
|| E: End of Level
____ Q: Conqueror's Respite
| |
|S |
|__|
When you first enter Traverse Town and are able to move you will
be presented with a few boxes, attack these with X to destroy
them and collect health / Munny orbs. A crate will then appear,
pick it up with Triangle to throw it. once it is destroyed a
single Heartless will spawn, engage it and kill it to gain the
Key to Beginnings.
Go towards the Key of Beginnings door for a Cut scene, Leon will
teach you how to assemble Sleights and how to break cards. You
will also receive the Key of Guidance and the Simba summon card.
At the Key of Guidance room you will receive some lore and a
Key to Truth card, so continue to the next room.
Inside of the Key to Truth room will be your first boss battle
against the Guard Armour.
[7.2a]Guard Armour
Health: 2.5 Bars (divided into 5 Pieces at .5 Bars each)
The Guard Armour is the first boss you will encounter. He
has 5 Different Armour pieces. His 2 legs, his 2 arms and his
head. Start by focusing on his feet as much as possible.
Eventually a new Friend card will drop in the battle, that
looks like Mickey Mouses Portrait. This is a special Boss
Counter Card, use it to either counter a bosses move or
immediately after a boss ends his attack if the card number
is too low. This will cause the boss to fall apart, stunning
it for about 5 seconds as it falls into pieces. During this time
you can freely smash away at it without it counter attacking
at all.
The Boss Counters will drop around once a minute. You should
also reload your deck just prior to using the Counter card, as
you may need all of the cards during the stun time.
Once you take out all of the 5 Pieces to the Guard Armour
it will die and you will receive the Guard Armour card.
After killing it you will be Ported to the Conqueror's Respite
room. There are no Heartless in here and a save spot, so save
and head through the final door to go back to Castle Oblivion,
however be prepared to fight another boss.
[7.2b]Axel
Health: 2 Bars
Axel is your first true Boss battle. He has a full card deck that
he uses in battle, and is able to use Sleights just as you can.
Because he uses a card deck he has to abide by the same rules that
you do, meaning that if he uses a Sleight he loses the first card
and he will have to reload his deck when he runs out of his cards.
Sleight together your lowest cards first (not zero's) then 2 of
your higher ones to create high damage initial combo's, these
will also disrupt any of Axel's standard attacks, as long as
your total is over 9.
Once you have run yourself out of low end cards just focus on
slamming him with standard attacks and don't waste your time
on Sleights. When Axel uses a Sleight attack use one of
your Zero cards and use it to disrupt him.
Reload your deck before you run out of all of your Zero cards, so
that you do not get caught off-guard by his Sleight abilities, as
they can cause a lot of damage.
Once you finish off Axel he will Drop 5 World Cards; Agrabah,
Olympus Coliseum, Wonderland, Monstro and Halloween Town. He will
also give you a Fire Card.
Once you are finished head up to the next floor, note that when
you leave this floor all of your doors in Twilight Town will
vanish, meaning in order to travel back there you will need to
recreate the doors with cards again.
[7.3]Second Floor - Agrabah
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|15|==| |==| |
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____ ____ A: Key of Beginnings
| | | | B: Key of Guidance
| |==| | C: Key to Truth
|__| |__| D: Key to Rewards
|| R: Red Key Required
____ ____ ____ G: Green Key Required
|A | | | |C | L: Blue Key Required
|G |==| |==|R | 15: Total Card Count of 15
|__| |__| |__| S: Start of Level
|| E: End of Level
S Q: Conqueror's Respite
The first room you start in you will find Aladdin, who is under
attack by Heartless, this will start your first battle.
This battle is rather long, about 4 waves with the final wave
being Fat Heartless and Agrabah Knights. Don't waste your Sleights
off the start and keep your potions / high ally cards in reserve
until the Fat Heartless come in. Once they spawn start using your
friend cards, as your friends can hit Fat Heartless from the front.
Once you defeat this group you will obtain the Key of Beginnings.
Directly to the East of your current room is the first quest room,
open it to go through a lore sequence to obtain the Key of
Guidance.
Go North one room, then East, then North again to access the second
quest room. This room will take a total card count of 15, so you may
need to use more then one to achieve it. Inside of this room will be
another battle, similar to the initial battle you fought at the
beginning of the level. This battle will have more units then the
first, so may take a while to beat and is harder then the boss battle.
Once it is complete you will receive the Key to Truth. Head South
3 rooms then West once to the final room with the boss.
[7.3a]Jafar
Health: 2.25 Bars (Lamp)
Jafar himself is untargettable, but there is a Lamp that Iago will
be flying around with on a random path that is targetable. Destroying
the lamp will kill Jafar, so focus on it completely
In this battle will be 6 platforms, which will raise and lower at
random intervals. Since Iago flies at a single height he sometimes
may jump out of reach.
There are Counter Cards that will drop in this battle, when you use
them they will cause every platform to raise all at once. While this
may seem like it is useful it also gives Jafar a very long time to
attack you openly. You should only use this when you are at full
health with a fully loaded deck, as you may take quite a bit of
damage during the length of the Counter Card.
Once you have defeated Jafar you will obtain a Jafar and a Genie
Card, then you will be transported to the Conqueror's Respite.
Save if needed and head north to exit this Floor.
[7.4]Third Floor - Olympus Coliseum
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|| || B: Key of Guidance
____ ____ ____ C: Key to Truth
|R0| | | |5 | D: Key to Rewards
|D |==| | |7 | G: Green Card Needed
|__| |__| |A_| 3-: Requires 3 or Lower
|| 5: Requires 5 or Higher
____ ____ ____ 7: Requires 7 or Higher
| | | | |G | R0: Requires a Red Card of exactly 0
| |==| |==|B | S: Start of Level
|__| |__| |__| E: End of Level
|| Q: Conqueror's Respite
S
When you first enter you will be given Key of Beginnings, head
east once then north twice. Go east once and south to the first
quest room. You'll need both a 5 or higher and a 7 or higher,
as well as the Key of Beginnings card. Once inside the room
you'll receive the Key of Guidance.
When you are ported out of the room head south once and east
towards the second Quest Room. Inside of this room will be your
first boss battle.
[7.4a]Cloud Strife
Health: 2.10
Cloud Strife is a Sleight based boss, you can view his currently
selected card and he has to reload his deck as he runs out of cards.
Cloud's abilities are long drawn out attacks, so keeping high cards
stored for breaks is a good idea. Don't waste all of your cards on
Sleights but try to keep a Sleight of about 17 on reserve in case
Cloud tries to unleash his Sleights, which can stun lock you and
deal massive damage.
Keep on the defensive and strike out when he tries to reload, he
has a rather small deck and will need to replenish often. By the
time you run through a deck, he will be on his 3rd lvl recharge,
so you can smash him down now.
After defeating Cloud you will obtain the Key to Truth, head
North 2 rooms and take the West door to enter the final room.
This room will require a 3 or less to Synthesize and the final
boss of Olympus Coliseum, Hades, will be inside.
[7.4b]Hades
Health: 2.5
Another Sleight boss, unlike Cloud though, he doesn't
run out of cards very fast, due to an ability that gives him
free reloads, so going defensive isn't the best option in
this fight. Group up Sleights and smash down Hades as much
as you can off the start of this fight.
Hades casts 2 different Sleights, Firaga and Heat Wave. Both of
these moves can deal massive amounts of damage, so keep a few
0 cards in reserve to counter them.
Once you get down to about 15 attack cards just start using
single attacks, Hades should be quite low by that time, so
you can afford the lesser damaging strikes.
As long as you keep some 0 cards in reserve throughout the
fight he shouldn't prove too difficult.
Once you kill Hades you will receive both the Hades and Cloud
cards, as well as be transported to Conqueror's Respite. Head
North and out of this level to the next floor.
[7.5]Fourth Floor - Wonderland
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|9=| |R | | | | |
|9=| |G |==| |==|Q |
|D_| |C_| |__| |__| R: Red Card Required
|| || G: Green Card Required
____ ____ ____ ____ 1: 1 or Higher Needed
| | | | | | |1 | 8: 8 or Higher Needed
| |==| |==| |==|B | 9=: Requires an exact 9 card
|__| |__| |__| |__| A: Key of Beginnings
|| || || B: Key of Guidance
____ ____ ____ C: Key to Truth
|8 | | | | | D: Key to Rewards
|A | | |==| | S: Start of Level
|__| |__| |__| E: End of Level
|| Q: Conqueror's Respite
S
Wonderland has special Doors inside of it, some of the doors
will be covered in vines that you cannot kill. Somewhere in the
level will be purple flowers, usually close to the doors covered
in vines. Attack these flowers to kill them, which will then
cause the vines in the room to be removed as well.
You'll obtain the Key of Beginnings at the start without any
battle, so head West then North once. Head West again and South
into the first Quest room, you'll need an 8 or higher as well as
the Key of Beginnings to continue.
In this room you'll fight your first 'Boss' fight.
[7.5a]Queen's Cards
Health: 1 Bar each
Wave 1: 3 Spade Cards
Wave 2: 2 Heart Cards
Wave 3: 3 Heart's & 2 Spade Cards
While not really a boss, this fight can be difficult in the
final wave, as there are quite a lot of cards at once.
Spade cards use relatively low end cards (3 - 5) but Heart
cards use higher (6-8)
Try to drag out the first 2 waves as much as possible, wait
until you have 3 of either Donald or Goofy, then use them
together as a Sleight as soon as the final wave spawns. If
you position yourself dead center of the fighting area you
should be able to hit all of them with the opening move.
Goofy should be able to take all of them out and Donald
can severely cripple them, so after that Sleight ends finish
the rest off with any Sleights you can form of your remaining
cards.
Once the 3rd Wave is dead you will receive a Card Guard card
and the Key of Guidance.
Head North 1 floor then East once to reach the second quest
room. You will need a card of 1 or higher, as well as the Key
of Guidance. Inside is just some lore and the Key to Truth, so
no battles.
You'll be ported to the start after this, head West once then
North twice. Head West once then west again into the final
Quest room. You'll need a Red, a Green and the Key to Truth
card. Inside will be the final boss fight of Wonderland,
Trickmaster.
[7.5b]Trickmaster
Health: 3.5 Bars
When you start this battle you will be on a large table, and
Trickmaster will be in front of you, because of his height you
will be able to attack him from this table, as well as negate
one of his 2 attacks.
Trickmaster has 2 main attacks, a ground smash when you are on
the ground and a melee attack when you are on the table. When
you are on the ground Trickmaster's ground smash is completely
un-avoidable, so staying on the table will help reduce your
damage taken.
If you stay on the table for too long Trickmaster will eventually
knock it down, causing it to lower until you use a Counter Card,
which will spawn randomly after the table is brought down.
Trickmaster is a fairly easy boss if you can keep in range to attack
him. If you want to sacrifice your health run into melee range at
his feet then use your attack cards, the first one will make Sora
jump to the height to attack Trickmaster. Extra attacks after this
will keep Sora in the air and deal massive damage to Trickmaster.
Once you run low on cards you can use the table as a retreat to
recharge your deck.
Once Trickmaster dies you will obtain his card and be transported
to the Conqueror's Respite. Take the doorway at the north end to
continue.
[7.6]Fifth Floor - Monstro
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| |==| | |D |
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| | | | | | |20| R: Requires a Red Card
| |==| |==| |==|A | 0=: Requires an exact 0 card
|__| |__| |__| |__| 5-: Requires a card of 5 or less
|| || 20: Requires a total card count of 20
____ ____ 15G: Requires Green cards totaling 15
| | | | A: Key of Beginnings
S==| | | | B: Key of Guidance
|__| |__| C: Key to Truth
|| D: Key to Rewards
____ S: Start of Level
|R | E: End of Level
|5-| Q: Conqueror's Respite
|B_|
You'll obtain the Key of Beginnings shortly after entering, during
a Lore scene.
From the first room head North once then East three times. You'll
need a total card count of 20 and the Key of Beginnings. You will
receive the Key of Guidance and the High Jump ability after
another Lore Scenario.
Head West once and South twice, this next room requires a single
Red Card and a card of 5 or less, as well as the Key of Guidance.
Parasite Cage will engage you in this room.
[7.6a]Parasite Cage
Health: 4.0 Bars
Parasite Cage's arena will be 4 small pedestals rotating around
the room, with Parasite Cage standing on the edge of one of the
sides. The rest of the floor is covered in acid, standing in
this acid will slowly damage you as well as stunning you for
a second. The damage can be avoided by jumping however, so the
second you hit the ground jump and you should always avoid the
acid damage.
Parasite Cage has very weak attack cards, so you shouldn't have
a problem overpowering it. Just keep hammering away at its
health. If you land in the acid just jump and resume hitting him
with combo's, if you jump fast enough you will never take damage.
There are Counter Cards in this match, they will completely
remove the acid for a short time, so if you get one use it.
Kill him to obtain the Parasite Cage card and the Key to Truth.
Head North once and West once. Go North, then East, then North
again. You will need a 0 card in order to open this door, as
well as the Key to Truth. Once in this room you will start the
Monstro's Belly Brawl event.
[7.6b]Monstro's Belly Brawl
While not a boss, it does warrant a description. Monstro's
Belly Brawl is an encounter against 20 or so Heartless, the
goal is to either defeat all of the Heartless or fill a
gauge located at the top of the screen to full within a
two minute time limit.
Killing a single Heartless will increase the bar by roughly
one tenth, while the bar will decay by approximately one
twentieth each second.
Once you have beaten this event you will be teleported to
the Conqueror's Respite, save if required and head through
the doorway to the north for the next floor.
[7.7]Sixth Floor - Halloween Town
____ ____
| | | |
| |==| |
|__| |__| E
|| || || 3=: Requires an exact 3 card
____ ____ ____ ____ 4=: Requires an exact 4 card
|3=| | | |6=| | | 6=: Requires an exact 6 card
|4=|==| | |7=| |Q | 7=: Requires an exact 7 card
|A_| |__| |B_| |__| 3-R: Requires a Red card of 3 or less
|| || 20R: Requires Red cards totaling 20
____ ____ ____ ____ ____ 30G: Requires Green cards totaling 30
| | | | | | | | | | A: Key of Truths
| |==| |==| |==| |==| | B: Key of Guidance
|__| |__| |__| |__| |__| C: Key to Truth
|| || || D: Key to Rewards
S ____ ____ S: Start of Level
|20R |3-R E: End of Level
|D | |30G Q: Conqueror's Respite
|__| |C_|
Upon the start of this level you will be ambushed by heartless.
It's a 2 wave fight so shouldn't be too much trouble, after
defeating them you will receive the Key of Beginnings.
Head East, then North then West again, you'll need both a 3
and a 4 card as well as the Key of Beginnings. After a Lore
event you will receive the Key of Guidance.
Go East then North twice and East again. Head south into
the next Quest Room, you'll need a 6 and a 7 as well as the
Key of Guidance. Another lore scene and you will get the Key
to Truth.
Head South, then East 3 times. South is the final quest room,
you need a red card of 3 or less and green cards totaling 30.
Inside will be the boss, Oogie Boogie.
[7.7]Oogie Boogie
Health: 3.5 bars
Oogie Boogie will start the fight on a high platform,
surrounded by spikes so you cannot reach him immediately. In
order to reach him you will need to use Counter Cards to bring
down the spikes. Counter Cards drop from Dice that Oogie Boogie
throws.
Oogie Boogie will throw 3 Dice into the platform you are in,
all of the die will land as the same numbers, ranging from 1 to
6. Each face number that lands will cause a different effect:
1 - Saw Blades
3 Saw Blades will spawn and travel across the floor on
random pathways. Jumping can negate the effect, but it
is difficult as the 3 saw blades can take up most of the
area at once.
2 - Enemies
3 Random enemies will spawn, engaging you.
3 - ?
Unknown, haven't seen this die roll.
4 - Line Daggers
A row of daggers will spawn on the right side of your
platform, (If you are facing Oogie Boogie,) and trace
across the platform to the right side, there are spaces
in between each dagger, so it is possible to avoid them.
5 - Enemies
3 Random enemies will spawn, engaging you.
6 - Heal
Oogie Boogie will start channeling a heal on his platform.
The heal takes roughly 5 seconds to charge and appears to
fully heal him.
All of the die rolls, minus 2 and 5 can be canceled after the
Die fade and the ability starts. All of the die rolls will
cancel if you hit a card break as he is throwing the Die.
In order to get Card Counters to spawn you need to hit the Dice
with an attack before they fade, Oogie Boogie will usually
throw the dice with a 7 card, so you will need higher in order
to both break the ability and attack the Die. Wait for the
die to land, then hit them or else you risk them fading
before you can strike them.
Once you have the Card Counter it can be used to lower the
spikes surrounding your platform and allow you to reach Oogie
Boogie, as well as stun him for about 10 seconds. During this
time you can easily smash him down without a problem. After
the stun wears off Oogie Boogie will knock you down to your
original platform and the cycle of Die rolls will start again.
Another strategy is to wait and collect 3 Jack cards, then use
them in a Sleight ability on Oogie Boogie once you use a Counter
Card. If Jack hits him with a damaging ability (anything but
Gravity) it should kill him in one shot.
Upon killing Oogie Boogie you will receive his card, as well
as get transported to the Conqueror's Respite. Head north to
leave this floor.
[7.8]Sixth Floor Exit Hall
When you enter this floor you have to fight a new boss,
Larxene.
[7.8a]Larxene
Health: 3.5 Bars
Larxene is a troubling boss if you get sidelined by her
attacks, each attack that Larxene uses stuns you for longer
then a normal attack would, leaving you less time to put up
a counter or dodge out of the way. There still is room to
do this however in the fight, so being able to passively
counter her abilities is very useful.
Larxene is a Sleight based boss, so she will have to charge
her deck eventually, don't expect to see it happen though.
Stack your deck with the highest attack cards you can, 6 or
higher minimum. Keep a few 0's in reserve, just in case.
Get in melee range and wail away at her, keep smashing her
as fast as you can to keep her stun locked.
Larxene has quite a few 0 keys, so some of your attacks will
get countered, immediately after the card is placed dodge
roll and you should be able to completely avoid her initial
strike.
Her Sleight abilities can link up some massive damage, so
make sure you have the 0 cards ready for them.
With 2 potions and a single recharge, you should have enough
attack cards to take her down, just keep up your attacks and
you should be fine.
When you defeat Larxene you will obtain another 4 world
cards; Atlantis, Neverland, Hallow Bastion & 100 Acre Wood.
[7.9]Seventh Floor - Atlantis
E
||
____ ____ ____ ____ ____
| | | | |30| | | |G |
|Q | | | |D | | |==|B | R: Requires a Red card
|__| |__| |__| |__| |__| L: Requires a Blue card
|| || || || G: Requires a Green card
____ ____ ____ ____ ____ 0=: Requires a 0 card
| | |0=| | | | | | | 30: Requires a total card count of 30
| |==| |==| |==| |==| | A: Key of Beginnings
|__| |__| |__| |__| |__| B: Key of Guidance
|| || || || C: Key to Truth
____ ____ ____ ____ S D: Key to Rewards
|L | | | |R | | | S: Start of level
|C | | | |A |==| | E: End of Level
|__| |__| |__| |__| Q: Conqueror's Respite
An initial Lore scene will give you the Key of Beginnings, head
West, then South then West again to reach the first Quest room.
This room will require a single red card, as well as the Key
of Beginnings.
After another Lore scene you will get the Key of Guidance. Travel
East then North then East again to reach the second Quest room,
You'll need a Green card as well as the Key of Guidance to enter.
Once this Lore scene ends you will get the Key to Truth. Aeriel
will also join you as an ally card. Head West 4 rooms, then South
to the final Quest room. You'll need a Blue card as well as the
Key to Truth to enter and inside will be a boss fight.
[7.9a]Ursula
Health: 3.5 Bars
Tentacles: .5 Bars (4 Tentacles total)
Ursula is compromised of 2 phases, Tentacles and
Ursula herself.
Your first phase involves attacking Tentacles, 4 total.
Once all 4 are dead you will advance to the next phase,
but they respawn rather quickly, so make sure you can
take them all out in quick succession.
once all 4 are dead Ursula will come in close, allowing
you to target her. She will stay in range four about 10
seconds, so make sure you have a full deck and go all
out on her to bring her down as much as possible.
After phase 2 ends Ursula will move back out of range,
and the 4 Tentacles will respawn and Phase one will
start over again.
In addition to this Card Counters can also drop when
you defeat Tentacles, these Card Counters will instantly
stun Ursula for about 5 seconds. This is best to use during
the second phase to extend your time damaging her.
Defeat Ursula to gain her card. You'll be teleported to the
Conqueror's Respite, make sure to save as this next battle
is tricky.
[7.10]Seventh Floor Exit Hall
When you enter this area you will find Riku, who will
attack you, starting the first boss battle with him. Be
warned that this is not an easy fight if you do not have
experience with it, he is quite capable of mopping the
floor with your face even at 5% health - Especially
at 5% health *twitch*
[7.10a]Riku V. 1
Health: 5.5 Bars
Riku cannot use Sleights in this battle, but you can still
see his currently selected card and he has to recharge his
deck as you do. He can easily mop the floor with you without
Sleights so don't worry about it being unfair.
The key to this fight is being able to keep him recoiling
from your hits as much as possible, his blows deal massive
damage and have about a 75% chance to stun you for 1 second.
As Riku can attack you more then once a second, getting hit
once can easily lead to your death.
Create a new deck with Jafar and Queen's Card enemy cards,
Stack your deck with as many high level attack cards as you
can and at least 2 cures. add in 2 potions after that
- You should have about 24 cards total; 18 attack, 2
enemy, 2 heal and 2 potions - All of this should take about
600 CP. Don't bother with 0 cards, they won't be effective
in this battle for the CP cost.
As soon as the battle starts pop Jafar and wail away at him
with your attack cards, Riku will not be able to counter your
attacks even with a 0 card and as long as you don't stop he
shouldn't ever be able to get an attack in edgewise.
Use your standard reload once you run out of attack cards,
only charging one level is easily manageable at this point
and you need the potions for when you can't break his
cards with Jafar.
Once Jafar runs out finish your attack cards again, Recharge
with a level two charge, this is where the fight can get
tricky. Stand at melee range on Riku and the second you see
him lay down a card hit your dodge key (Square) and roll
out of the way, you'll have about a half of a second to keep
charging to get your cards back. It should take about 8 turns
to get the full recharge, at that point pop the Queen's Card
enemy card and attack as fast as you can, the speed of your
attacks will keep him from being able to get attacks in edgewise.
Queen's Card will last you for almost 2 full decks of attack cards,
so pop your first potion to get an instant reload. Run these attack
cards completely out even after Queen's Card end, then pop your
final potion.
Once you have a reloaded deck concentrate every card into Sleights,
Strike Raid works wonders as it will stun Riku but even the standard
3 hit combo works fine. Once you run out of attack cards use any
friend cards that have been collected (should have about 6) to
finish him off.
If he has any health left after this kiss your ass goodbye, you
won't last long enough to get a level 3 charge off. If you manage
to land almost all of your end Sleights he should die from it
however.
[7.11]Eighth Floor - Neverland
E
||
____ ____ ____
| | | | |30|
|Q |==| |==|C |
|__| |__| |__|
||
____ ____ ____
| | | | | |
| |==| |==| |
|__| |__| |__|
|| ||
____ ____ ____
|15L | | |5=|
|D | | |==|A | 5=: Requires an exact 5 card
|__| |__| |__| 6=: Requires an exact 6 card
|| 30: Requires a total card count of 30
____ ____ ____ 15L: Requires a total card count of
| | | | | | 15 Blue Cards
| |==| |==| | A: Key of Beginnings
|__| |__| |__| B: Key of Guidance
|| || || C: Key to Truth
S ____ ____ D: Key to Rewards
| | |6=| S: Start of Level
| | |B | E: End of Level
|__| |__| Q: Conqueror's Respite
The first lore scene when starting will give you both the Key
of Beginnings and the Glide ability, (When in the air hold
Circle to fly.) Head East once, then North and East again.
The first door requires a 5 card and the Key of Beginnings.
Inside you will get the Key of Guidance, Peter Pan will also
join you as an ally card. Head South, then east then south
again. This door requires a 6 card and the Key of Guidance.
Another Lore scene, you will lose Peter Pan as an ally card,
but you will gain the Key to Truth. Head North 4 rooms then
East once. This final door requires a total card count of 30
and the Key to Truth.
Inside will be the boss fight, Captain Hook. Also note that
Peter Pan will rejoin you as an ally card for this fight.
[7.11a]Captain Hook
Health: 4.25
Captain Hook is a relatively easy boss, the trick is avoiding
his attacks, which can hit you rather hard.
Hook can use Sleights in this battle, but the Sleights are
usually more detrimental to him then to you. His first
Sleight is a melee stab, he will port to you and try to
hit you a few times, then throw grenades all around him,
causing moderate damage. There is a brief pause between the
port and when he actually starts attacking, so use that time
to Dodge roll out of the way. Roll again to clear the blast
radius of his grenades.
The Second sleight is more advantageous to you, Hook will move
to a new platform and start throwing explosive barrels, these
barrels will travel slowly towards you, and if you contact
them they will detonate. The barrels are staggered in their
release stages, so it is possible to dodge roll through them as
they get near. If you can clear the barrels Hook will jump off
the platform and into the final Barrel, exploding and stunning
himself for a few seconds, close in and wail on him freely with
everything you have.
Peter Pan is also extremely useful against Hook in this battle, get
3 linked together in a Sleight and use it whenever possible to deal
massive damage to him.
Once you kill Hook you will receive both his card and Tinker Bell's.
You'll be teleported to Conqueror's Respite, so head north to
exit the level. Save first however, because you will be facing a
rather hard fight.
[7.12]Eighth Floor Exit Hall
On first entering the Exit Hall Riku will encounter you
again, be ready for a good old fashioned beat down, (unfortuanetley
you will probably be the one getting beaten down.)
[7.12a]Riku V. 2
Health: 5.5 Bars
Riku is back and meaner then ever, in this fight he can
use Sleights, and these Sleights can Obliterate you. The
same strategy as the first Riku works fine here, the
difference now is you will need one or two spare 0 cards
to add into the deck, to counter his Sleights during your
final half of the battle.
-Copied from the Riku V. 1 fight, skip if you've read already-
The key to this fight is being able to keep him recoiling
from your hits as much as possible, his blows deal massive
damage and have about a 75% chance to stun you for 1 second.
As Riku can attack you more then once a second, getting hit
once can easily lead to your death.
Create a new deck with Jafar and Queen's Card enemy cards,
Stack your deck with as many high level attack cards as you
can and at least 2 cures. add in 2 potions after that
- You should have about 24 cards total; 18 attack, 2
enemy, 2 heal and 2 potions - All of this should take about
600 CP. Don't bother with 0 cards, they won't be effective
in this battle for the CP cost.
As soon as the battle starts pop Jafar and wail away at him
with your attack cards, Riku will not be able to counter your
attacks even with a 0 card and as long as you don't stop he
shouldn't ever be able to get an attack in edgewise.
Use your standard reload once you run out of attack cards,
only charging one level is easily manageable at this point
and you need the potions for when you can't break his
cards with Jafar.
Once Jafar runs out finish your attack cards again, Recharge
with a level two charge, this is where the fight can get
tricky. Stand at melee range on Riku and the second you see
him lay down a card hit your dodge key (Square) and roll
out of the way, you'll have about a half of a second to keep
charging to get your cards back. It should take about 8 turns
to get the full recharge, at that point pop the Queen's Card
enemy card and attack as fast as you can, the speed of your
attacks will keep him from being able to get attacks in edgewise.
He can counter your cards at this point though, so be wary of him
trying to lay down combo's on you.
Queen's Card will last you for almost 2 full decks of attack cards,
so pop your first potion to get an instant reload. Run these attack
cards completely out even after Queen's Card end, then pop your
final potion.
Once you have a reloaded deck concentrate every card into Sleights,
Strike Raid works wonders as it will stun Riku but even the standard
3 hit combo works fine. Once you run out of attack cards use any
friend cards that have been collected (should have about 6) to
finish him off.
If he has any health left after this kiss your ass goodbye, you
won't last long enough to get a level 3 charge off. If you manage
to land almost all of your end Sleights he should die from your
damage, however.
[7.13]Ninth Floor - Hallow Bastion
____ ____ ____ ____
|R | | | | | |2=L
|A |==| | | |==|D |
|__| |__| |__| |__|
|| ||
____ ____
| | | |
| | | |
|__| |__| E
|| || ||
____ ____ ____ ____
|1=| | | | | | |
|C |==| |==| |==|Q |
|__| |__| |__| |__|
|| || R: Requires a Red card
____ ____ 1=: Requires an exact 1 card
| | | | 9=: Requires an exact 9 card
| | | | 2=L: Requires an exact 2 Blue card
|__| |__| A: Key of Beginnings
|| || B: Key of Guidance
____ ____ ____ C: Key to Truth
| | | | |9=| D: Key to Rewards
| | | |==|B | S: Start of Level
|__| |__| |__| E: End of Level
|| Q: Conqueror's Respite
S
After attaining the Key of Beginnings from the first lore event
head North 4 rooms, then West once. This door will require a Red
card and the key of Beginnings, after another Lore scene Beast
will join you as an ally card and you'll receive the key of
Guidance.
Head South twice, then East once, then South twice more. This
door will need an exact 9 card and the Key of Guidance. Another
lore scene and you'll get the Key to Truth.
Head North twice, then west twice. The final quest room requires
an exact 1 card and the key to Truth. Inside will be the boss
fight Maleficent
[7.13a]Maleficent
Health: 5.5 Bars
Maleficent is a fairly easy boss, she appears as a large dragon
with the 3 distinct abilities: a Ground slam a melee swipe and
a flame breath. The most deadly of these are the Flame breath.
Maleficent's room is a giant circular room. Maleficent will
stand in the centre, and won't move from there, giving you ample
room to move. You can only attack her head though, so keep her
direction in mind when fighting.
Ground slam will only affect the area around her, so just dodge
roll away. Flame breath is a conical attack, so it will only
affect 1/4th of the entire area. Standing in the fire will
obliterate your health, so stay out of it as much as possible.
Maleficent uses rather high cards, 8 usually, so you'll need
a slew of 9's or Sleights to overpower her. At random times
in the fight you will receive Counter Cards, these will reduce
her card attack strength to 2, allowing almost any card to over
power her for a short while.
Once you have finished of Maleficent you will obtain her card,
as well as be transported to the Conqueror's Respite. Head
north and out into Castle Oblivion.
[7.14]Tenth Floor - 100 Acre Wood
E
||
____
| |
| |
|__|
||
____
| | --- Whirlwind Plunge
| |
|__| --- Bumble Rumble
||
____
| |
| | --- Tigger's Jump-A-Thon
|__|
||
____
| |
| | --- Ballon Glider
|__|
||
____
| |
| | --- Veggie Panic
|__|
||
____
| |
| | E: End of Level
|__| S: Start of Level
||
S
While not an actual level in the fact that it does not require
cards to Synthesize doors in the level, this level still does
need to be completed. Granted you can easily run through all
of the rooms to the very end and skip everything in the middle,
but you'll miss some great rewards (Megalixir) and miss all
the fun mini-games.
Each mini game listed below is listed based on when you see them
while running through this level. It will also be explained
who / what to talk to to activate them.
[7.14a]Veggie Panic
Veggie Panic is offered by Rabbit and can be started in the second
room. To spawn th event you need to head towards the third room,
after nearly being run over by a vegetable. After that you can
talk to Rabbit to start this Mini-game.
Goal: 25 Sorted
This Mini-game involves sorting between Cabbage and Pumpkins. You
can sort them by using different key presses as the vegetables are
about to hit / pass you.
Use square to hit Cabbages to the Left
Use Circle to hit Pumpkins to the Right
Pressing the wrong button on the wrong Vegetable, or failing to hit
the Vegetable / it hitting Sora will count as a miss. You will get
5 misses in a game, and once you hit 0 misses the game ends.
There are also 2 reaction based events, that occour randomly.
The first pooh will wander out into the pathway of the vegetables,
if a vegetable is about to hit Pooh, you can use a reaction command
to keyblade hit the vegetable away from pooh, adding it as a sorted
point at the same time. If a vegetable hits pooh it will count as
a miss.
The second is a large Vegetable will roll down, this needs to be hit
multiple times (5?) with your keyblade, (using a reaction command)
in order to force it out of the path. The trick to this is before
the large Vegetable will spawn, dosens of carrots will preceed it.
These carrots cannot be hit, and must be weaved through, (there
will be a path that you can take to get through them unharmed.)
Hitting a carrot will count as a miss.
Sort 25 Vegetables to win, the game will go indefinatley until
you run out of misses, so after 25 just let them go by to end the
game.
[7.14b]Baloon Glider
In the third room you will see 3 balloons tied to a log.
Interacting with these ballons starts this game.
Goal: Reach the top of the tree
Circle to Float up
You will start at the bottom of a giant tree, with 2 ballons.
The goal is to float to the top of the tree, collecting as
many honey pieces as possible while avoiding branches / bee's.
Touching Branches / Bee's will cause a baloon to pop, once you
run out of baloons you will fall to the ground, and the game
will end.
There are spare baloons as you climb up the tree and you can
hold a total of 3 baloons at once.
There are 500 Honey pieces total that can be collected.
[7.14c]Tigger's Jump-A-Thon
Entering the 4th room you will find Tigger bouncing on 4 stumps,
as you come close he will jump off and talk to you. Talking to
him will start the game.
Goal: 25 jumps
This is basicly a game of Simon Says. Tigger will jump along
a set number of stumps, based on the 'round' you are on.
Round 1: 3
Round 2: 4
Round 3: 6
Round 4: 7
Round 5: 8
Round 6: 10
(Rounds appear to function on a +1 / +1 / +2 gain ratio, meaning
rounds are grouped into sets of 3, the first 2 of those sets
increase the total count by 1 each, while the third of the
set increases the total count by 2. After the third the set
restarts again, at 1 then 1 then 2.)
Tigger will always jump along the same path, just add more
with each subsequent round. For example:
Round 1: Circle -> Square -> Cross
Round 2: Circle -> Square -> Cross -> Triangle
Round 3: Circle -> Square -> Cross -> Triangle -> Circle -> Cross
Land successfully 25 times to win, game end when you make 1
mistake.
[7.14d]Whirlwind Plunge
Whirlwind Plunge is started by jumping into a well with air
blowing up from it. The well is found in the 5th room.
Goal: Reach the ground while collecting as many honey pieces as
possible.
You will start in the air, quickly falling to the ground. On your
way down you can collect honey pieces, which will be in the form
of a square, a circle, a cross or a traingle. Touching any side
of the formations will cause you to grab all of the honey pieces
in the formation, and there will usually be 6 - 8 formations
layered above / behind eachother.
In addition to the honey pieces there will be pitfalls, large tree
trunks / pieces of wood that will try to block you. If you get hit
by any of these you will loose hold of Pooh, while not holding on
to Pooh you will not be able to collect honey pieces. You can
grab hold of Pooh by traveling close to him and hitting Triangle
when the reaction command appears on screen.
There are approx 2000 honey pieces total, the game ends once you
hit the ground.
[7.14e]Bumble Rumble
You will find Eeyore wandering around in the 5th room, beside
him will be a large tree with an opening that will be pointed
out during the Lore scene with him.
Goal: Kill 30 Bee's
When you start this event Pooh will be wandering around and will
be attacked by swarms of Bee's. Each bee has .5 bars of health
and will slowly attack Pooh. Each attack against Pooh will reduce
his "Honey Level" (the bar at the top left of the screen.) If this
bar fully depleats the game will end.
You will be presented with a special deck, that has 3 different
types of cards, the first are attack cards, they will be used
to deal damage to Bee's an help you kill them.
The second is Honey, honey is used as a heal for Pooh, replenishing
his Honey Level.
The final card is a Wind card, these cards create a large tornado,
pushing back all Bee's from Pooh, giving you some free room to
breathe.
Most of the attack cards you will be presented with will be rather
low and can be broken by the bee's very easily, you will want to
use Sleights as much as possible to attack the Bee's. The best one
is to Sleight together a keyblade, a Honey and a Wind card. this
will create a large Tornado of honey pots, healing Pooh while
dealing a large ammount of damage to all Bee's.
Defeat 30 Bee's to win, and the game will end.
[7.15]Tenth Floor Exit Hall
Now that we are out of cards, we need some more. So lets
start the next boss fight, Vexen.
Before you engage this boss, you will need a specific deck, which
will be used in all of the following boss strategies - Minus Riku.
Check out my Deck section for a specific layout on the deck,
titled Final Bosses Deck
[7.15a]Vexen
Health 6.25 Bars
Vexen is a rather easy boss once you learn his abilities
and how exactly to counter them. The first thing to know
is that you cannot hit him directly with melee attacks,
as his ice shield will block anything you throw at him.
The only way to get initial damage on him is to card break
his attacks, this will stun him and let you get in a few
strikes. You can only get in 3 hits maximum during his
recoil, if you try to hit him a fourth time he will either
guard it or card break you. Since Vexen can deal massive
amounts of damage with his melee strikes, you cannot
afford to be hit by him. With this in mind you must play
this fight defensively.
Vexen's first attack is a standard melee combo swing, he
will attack 3 times in rapid succession. The turning point
in this combo is his fourth attack summons a large pillar
of ice in front of him, causing minor frost damage. The
reason that this is a hassle is because even if you card
break him while he is in the middle of the 4th swing, the
ice pillar will still form and cause you damage for touching
it. To avoid this attack stand 5 yards away from him at all
times, dodge roll backwards when he starts his swings.
Vexen's second attack is a flying ice shard summon. He will
stand still and channel a spell to send a piece of ice at you.
Avoiding this ice shard is difficult, if possible put your back
to a wall before the ice shard hits you. Once the ice shard
is about 5 yards away dodge roll to its side. Think of it
like positions on a clock, if the ice shard is at 12 you want
to roll to either 10 or 2. Doing this will cause the ice shard
to bypass you, and hopefully, smash into a wall or the ground.
If the ice shard does not hit a structure it will keep moving,
trying to track back and hit you. Keep dodging left and right
to confuse it enough so that it isn't able to hit you.
Eventually it will ground out and disappear.
In addition to these 2 standard attacks Vexen can use 2 Sleights.
The first is a useless sleight that you can easily avoid, the
second is a lot more tricky, and can kill you if hit by it.
The first is called Ice Needles. Vexen will summon ice shards
around himself to protect him from you, then summon a chain
of shards that slowly trace towards you. This move is easily
avoidable by dodging to gain ground on the shard chain, as it
moves a little bit slower then your run speed. This Sleight
lasts about 10 seconds.
His final Sleight is called Freeze and it can destroy a perfect
attempt on him within seconds. Vexen will stand still and channel
another spell, immediately before casting he will cross his right
hand across his body, in a swiping motion. At the apex of his hand
movement a large ball of ice will spawn on you, freezing you and
making you unable to move, while causing moderate damage. Vexen
will then teleport to you and smash the ball of ice, causing
major damage. You can counter this in 2 ways: Either by hitting
him with a higher card count or a 0 card, nullifying the attack.
Or you can dodge away from the ball of ice, which is quite
difficult and will take some practice. As Vexen begins swinging
his hand dodge in any direction, (dodging to the right or left
works best as you can still watch his movements without being
blocked by your camera.) With the right timing the ball will
summon directly behind your dodge, missing you completely Doing
it too soon though will cause him to just freeze you in your
dodge animation, dealing the same damage as usual.
Your best time to attack is when he tries to fire his single
ice shards, but any time you can get a counter in you can hit
him a few times.
Keep at him and after a while you will eventually bring him
down. Also of note, there are faster ways of killing Vexen
then playing defensively, but you will need the experience
of dodging his attacks and staying alive for a later boss battle.
Once you defeat him he will give you the card to Twilight Town.
[7.16]Eleventh Floor - Twilight Town
____ ____
|5 | | |
|5-|==| |
|L_| |__| E
A || ||
____ ____ ____
L8=| | | | |
R1=|==| |==|Q |
20G| |__| |__| L: Requires a Blue card
D || 5: Requires a card of 5 or higher
____ ____ 5-: Requires a card of 5 or lower
| | | | R1=: Requires an exact 1 Red card
| |==| | L8=: Requires an exact 8 Blue card
|__| |__| 20G: Requires a total of 20 Green cards
|| || A: Key of Beginnings
S ____ ____ ____ D: Key to Rewards
| | | | | | S: Start of Level
| |==| |==| | E: End of Level
|__| |__| |__| Q: Conqueror's Respite
You'll receive the Key of Beginnings after the initial lore
scene. Head east, then North twice. Go West into the Quest room.
You'll need a 5 card or higher, a 5 card or lower, a Blue card
and the Key of beginnings to enter. Inside will be a Boss fight.
[7.16a]Vexen V. 2
*If you have yet to red my first Vexen strategy guide I suggest
you read it, as it gives detailed information about Vexen's
initial 4 attacks, which I will build on in here
Health: 7.25
Vexen V. 2 functions exactly the same as the first Vexen fight,
with 3 differences. Vexen now has enemy cards, one which will
double his frost damage - all of his attacks. The other will
give him a 2 bar heal once he reaches 0 health, so in essence
you need to take out 9.25 Bars from him.
The second Difference is the amount of times you can attack
him during a recoil. Originally you could attack him 3 times
before he counter attacks, now you can only get in 1 severely
limiting your damage output.
The final difference is a 3rd Sleight, which he will only use
during his final 2 bars of health, this Sleight forms a large
Ice blade for him, which he uses to attack 3 times with. It
is possible to dodge the first 2 hits, though rather unlikely
and completely impossible to avoid the final, which deals over
100 damage alone. This move is literally a fight breaker if he
can get it off.
He will vocally announce that he is summoning the Ice Blade
when he starts his Sleight. At that point you will have 5
seconds to either break it with a 0, a higher damage Sleight
or to hope to hell that you have enough health to survive all
3 hits.
Just like the initial Vexen fight, counter his attacks and
deal a single hit to him each time he tries to attack. Do this
for a whole deck then reload and do it twice more. You want to
bring him down to 3 bars of health before you start using your
Sleights.
Once he reaches that point pop your regular potion and start
your Sleights, work through your Sonic Blade rotation to bring
him down the final 3 bars, then through his Auto-Life if he
has time to activate it.
Once you have defeated Vexen you will be transported to the
Conqueror's Respite. Save then head north and back to Castle
Oblivion when ready.
[7.17]Eleventh Floor Exit Hall
Your good old pal Riku is here again, apparently he doesn't
like you all too much right now, so you'll have to fight him
again.
[7.17a]Riku V. 3
Health: 6.25
Another Riku fight, and he seems to have gotten a lot faster and
way more pissed off. His attacks not only hit in melee but deal
splash damage around him, so dodging is almost useless.
The same strategy as before works perfectly on this guy, you'll
want to add one or two Hi potions / megalixir's though, for the
end of the battle, as Riku has more health in this version then
previous. 2 potions capable of reloading all attack cards will
trivialize his extra health.
-Copied from the Riku V. 1 fight, skip if you've read already-
The key to this fight is being able to keep him recoiling
from your hits as much as possible, his blows deal massive
damage and have about a 75% chance to stun you for 1 second.
As Riku can attack you more then once a second, getting hit
once can easily lead to your death.
Create a new deck with Jafar and Queen's Card enemy cards,
Stack your deck with as many high level attack cards as you
can and at least 2 cures. add in 2 potions after that
- You should have about 24 cards total; 18 attack, 2
enemy, 2 heal and 2 potions - All of this should take about
600 CP. Don't bother with 0 cards, they won't be effective
in this battle for the CP cost.
As soon as the battle starts pop Jafar and wail away at him
with your attack cards, Riku will not be able to counter your
attacks even with a 0 card and as long as you don't stop he
shouldn't ever be able to get an attack in edgewise.
Use your standard reload once you run out of attack cards,
only charging one level is easily manageable at this point
and you need the potions for when you can't break his
cards with Jafar.
Once Jafar runs out finish your attack cards again, Recharge
with a level two charge, this is where the fight can get
tricky. Stand at melee range on Riku and the second you see
him lay down a card hit your dodge key (Square) and roll
out of the way, you'll have about a half of a second to keep
charging to get your cards back. It should take about 8 turns
to get the full recharge, at that point pop the Queen's Card
enemy card and attack as fast as you can, the speed of your
attacks will keep him from being able to get attacks in edgewise.
He can counter your cards at this point though, so be wary of him
trying to lay down combo's on you.
Queen's Card will last you for almost 2 full decks of attack cards,
so pop your first potion to get an instant reload. Run these attack
cards completely out even after Queen's Card end, then pop your
final potion.
Once you have a reloaded deck concentrate every card into Sleights,
Strike Raid works wonders as it will stun Riku but even the standard
3 hit combo works fine. Once you run out of attack cards use any
friend cards that have been collected (should have about 6) to
finish him off.
If he has any health left after this kiss your ass goodbye, you
won't last long enough to get a level 3 charge off. If you manage
to land almost all of your end Sleights he should die from your
damage, however.
Once you have defeated Riku he will drop the Destiny Islands' world
key. Go ahead and use it to enter the next floor.
[7.18]Twelfth Floor - Destiny Islands
E
||
____ ____ ____ ____
| | | | | | |50|
|Q |==| |==| |==|B |
|__| |__| |__| |__|
|| ||
____ ____ 2=: Requires an exact 2
| | |33L 8=: Requires an exact 8
| | |33R 50: Requires a total card count of 50
|__| |33G 33L: Requires a total card count of
|| D 33 Blue cards
____ ____ 33R: Requires a total card count of
| | |2=| 33 Red cards
| |==|8=| 33G: Requires a total card count of
|__| |A_| 33 Green cards
|| A: Key of Beginnings
____ ____ B: Key of Guidance
| | | | D: Key to Rewards
| |==| | S: Start of Level
|__| |__| E: End of Level
|| Q: Conqueror's Respite
S
After you get the Key of Beginnings from the first Lore scene
head West, then North, then East. You'll need an exact 2 and
an exact 8 card, as well as the Key of Beginnings to enter.
Another lore scene and you'll be transported to the start of
the level with the Key of Guidance. Head West, then North 3
times. Head East twice and into the next quest room. You'll
need a total card count of 50 as well as the Key of Guidance
to get in. Inside will be a boss battle, but it is very easy
to defeat.
[7.18a]Darkside
Darkside is by far the easiest boss of the latter half of Sora's
story. He has four main attacks that he will rotate through. Each
of these attacks are fairly weak and can be countered easily.
His first attack is a standard ground slam. He will raise his
right hand and smash it into the ground, causing a shock wave
to emanate and encompass the entire arena. Jumping before the
shock wave hits you will negate this, however.
His second attack is an AoE dark energy rain. He will slam his
left hand into the ground and bring up a large energy ball. He
will then use this ball to rain smaller energy balls all over
the entire area, these energy balls are very hard to completely
avoid, but for the entire cast time his attack card is present,
meaning you can counter it any time you want. The only attack he
uses with his left hand is this, so if you see him raise his left
hand just counter immediately.
His third attack is a summon spell. He will slam his right hand
into the ground and create a large black pool, spawning several
small heartless. The heartless on their own are weak and pose no
threat whatsoever. The advantage of this move is the entire time
that Darkside is summoning you can smash away at his hand, causing
a good chunk of damage to him.
The final attack Darkside uses is later in the fight, when he gets
below 2 bars. He will drop to his knee's and create a large energy
ball in his chest, which will fire homing missiles at you. Dodging
the missiles is quite difficult, so just break his card when you
see him drop to his knees.
You can target Darkside in 3 locations, both of his hands or his
head. Normally you cannot target his head as his height prevents
you from reaching it, so just focus on his hands. Jump in the air
then do a single attack, then drop to the ground. Multiple attacks
will usually miss, so a single one is the most advisable. Sleights
are useless here, as his hand is too far in the air for them to
reliably hit.
Counter Cards can drop in this fight from the heartless that spawn
from Darkside's third attack. These Counter Cards will stun Darkside
and cause a large amount of rocks to raise out of the ground,
giving you a jagged path to reach Darkside's head. Attacking his
head deals extra damage, but it is not normally worth it, as the
time taken to reach his head and the fact that after 2 swings you
will usually fall off make it more useful to just hit his arms.
Keep smashing him down with melee attacks and he'll fall.
You'll receive the Darkside enemy card and be transported to the
Conqueror's Respite. Head north to leave this floor, make sure
that you save though, the next fights aren't easy.
[7.19]Twelfth Floor Exit Hall
You'll fight 2 Boss battles in here, with no save point in
between you'll have to take them both down.
[7.19a]Riku V. 4
Health: 7.25
Another Riku fight, this time he is radiating dark energy and has a
lot more health then normal. His attacks not only hit in melee but
deal splash damage around him, so dodging is almost useless.
The same strategy as before works perfectly on this guy, you'll
want to add one or two Hi potions / megalixir's though, for the
end of the battle, as Riku has more health in this version then
previous. 2 potions capable of reloading all attack cards will
trivialize his extra health.
Oh and one thing of note, no friend cards in this fight.
-Copied from the Riku V. 1 fight, skip if you've read already-
The key to this fight is being able to keep him recoiling
from your hits as much as possible, his blows deal massive
damage and have about a 75% chance to stun you for 1 second.
As Riku can attack you more then once a second, getting hit
once can easily lead to your death.
Create a new deck with Jafar and Queen's Card enemy cards,
Stack your deck with as many high level attack cards as you
can and at least 2 cures. add in 2 potions after that
- You should have about 24 cards total; 18 attack, 2
enemy, 2 heal and 2 potions - All of this should take about
600 CP. Don't bother with 0 cards, they won't be effective
in this battle for the CP cost.
As soon as the battle starts pop Jafar and wail away at him
with your attack cards, Riku will not be able to counter your
attacks even with a 0 card and as long as you don't stop he
shouldn't ever be able to get an attack in edgewise.
Use your standard reload once you run out of attack cards,
only charging one level is easily manageable at this point
and you need the potions for when you can't break his
cards with Jafar.
Once Jafar runs out finish your attack cards again, Recharge
with a level two charge, this is where the fight can get
tricky. Stand at melee range on Riku and the second you see
him lay down a card hit your dodge key (Square) and roll
out of the way, you'll have about a half of a second to keep
charging to get your cards back. It should take about 8 turns
to get the full recharge, at that point pop the Queen's Card
enemy card and attack as fast as you can, the speed of your
attacks will keep him from being able to get attacks in edgewise.
He can counter your cards at this point though, so be wary of him
trying to lay down combo's on you.
Queen's Card will last you for almost 2 full decks of attack cards,
so pop your first potion to get an instant reload. Run these attack
cards completely out even after Queen's Card end, then pop your
final potion.
Once you have a reloaded deck concentrate every card into Sleights,
Strike Raid works wonders as it will stun Riku but even the standard
3 hit combo works fine. Once you run out of attack cards use any
friend cards that have been collected (should have about 6) to
finish him off.
If he has any health left after this kiss your ass goodbye, you
won't last long enough to get a level 3 charge off. If you manage
to land almost all of your end Sleights he should die from your
damage, however.
Defeating Riku will drop his enemy card for you. You'll have a
brief relapse to change your deck if need be before the next battle.
Talk to Riku when you are ready.
[7.19b]Larxene V. 2
Health: 7.75
Larxene is back, and she's a little pissed off now. Her health
has been increased, as well as her damage output. The overall
layout of the fight and her abilities haven't changed though.
Since she now has increased damage, and could always stun you
briefly with her lightning attacks, it is imperative that you
do not let her get attacks in. Immediately at the start of the
fight unleash your Sleights and don't stop. You should have
enough to finish her off completely, but if you run short on
your final reload try to draw it out with single attacks.
You'll also be receiving friend cards throughout the fight,
don't use Donald because he's too stupid to not use lightning
on her, healing her a lot. Use goofy though, as he can deal out
a ton of damage with his Lvl. 3 ability.
Defeat Larxene to obtain her enemy card. Head up to the 13th
floor and into the final Level, which does not need a card to
initially Synthesize.
[7.20]Thirteenth Floor - Castle Oblivion
E
||
____ ____ ____ ____ ____
1=L| | | | | | | | |
3=R|==| |==| |==| |=/|M |
|99| |__| |__| |__| |__|
A || //
____ ____ ____ ____
| | | | | | |30L
| |==| | | |==|40R
|__| |__| |__| |20G
|| || D
____ ____ ____ ____ ____ 99: Requires a total card
| | | | | | | | | | count of 99
| |==| |==| |==| |==| | 1=L: Requires an exact 1 Blue card
|__| |__| |__| |__| |__| 3=R: Requires an exact 3 Red card
|| 20G: Requires a total card count
____ of 20 Green cards
| | 30L: Requires a total card count
| | of 30 Blue cards
|__| 40R: Requires a total card count
|| of 40 Red cards
____ ____ ____ ____ A: Key of Beginnings
| | | | | | | | D: Key to Truth
| |==| |==| |==| | M: Marluxia / Save
|__| |__| |__| |__| S: Start of Level
|| E: End of Level
S
You may have noticed the 2 pathways on the map with slashes
through them, those do not show until you complete the first
Quest room, so you cant skip to the final boss.
From the first room, where you will recieve the Key of Beginnings,
head East 3 times. Go North twice, then West 4 times. Travel North,
then East, then North again and finally go West to the first quest
room. You'll need an exact 1 Blue card, an exact 3 Red card and a
total card count of 99.
Inside will be your first boss battle, Axel.
[7.20a]Axel V. 2
Health: 7.25
Axel is back again, and he's recieved quite a significant boost.
In addition to his normal fire based abilities he has recieved
the ability to warp around the room. He is considerably more agile
and difficult to hit with standard melee attacks. He also has a
large damage boost, while nothing rivaling the damage output per
attack that other bosses can achieve.
Axel is by far one of the easiest end game bosses to defeat, (next
to Darkside,) his problem relies in the ability to get him to stand
still long enough to actually hit him.
Concentrate on your Sonic Blade Sleights, as long as the first hit
lands he won't be able to warp during the rest of the attack, so
you can rack up some easy damage.
Defeating Axel will provide you with Axel's enemy card.
After you leave the room, head East, then North, then East twice.
You'll need to head East again once more, but you will want to
create a Moment's Reprise room to save in, as the next boss can
kill you very quickly if something goes wrong. Synthesize a save
room if you can then proceed North, (there will be an open door
this time, so no need to Synthesize it,) to the next boss.
[7.20b]Marluxia
Health: 8.75
While Marluxia is not a very agile boss, he can output huge
portions of damage with his Scythe, getting hit by even a melee
attack can obliterate you.
Marluxia's attacks are generally melee based, so keeping your
distance and waiting until he attacks to break and then
counter-attack is your best way to go.
His Sleights all use his Scythe, but they are abilities you
cannot avoid by dodging, (Simmilar to Vexen's Ice Blade ability)
Countering these attacks are the only way to go.
Again, focus in on Sonic Blade Sleights, you want to keep Marluxia
unable to counterattack for as long as possible, stay at least
10 yards away from him at all times to help against his basic
cards.
Once you have defeated Marluxia you will recieve his enemy card.
You will also be presented with a save point in this room, so save
again, (this is the point of no return spot, {once you enter the
next room, you can't retrun.} )
When you are ready, head North into the final room, and The Final
Battle.
[7.21]The Final Battle
The Final Battle consists of 2 battles, one after another with no
rest / save spots in between. This means the deck you take into the
first battle is the one you must use on the second. The Final Bosses
Deck works fine for these 2 battles, though with limited use during
the first. Since the second battle is harder then the first it is
more advisable to gear for the second.
[7.21a]Marluxia V. 2
Health: 1.75 x2 (Arms)
Health: 6.5 (Body)
At the beginning of this battle, Marluxia can rip your character
to shreds. He stands on a giant flying machine, equipped with 2
large Scythes for arms and a body capable of firing large energy
balls at you.
Initially all 3 targets, (both arms and the body) can all attack
you. The arms can not only melee, but can send out large shockwaves
that encompass parts of the battle field and are hard to avoid.
Taking down the arms is your first priority and will make the rest
of the battle much easier. Jump into the air beside an arm and
strike it with melee attacks, as many as you can pull off before
landing on the ground. If you keep your cards above 7 Marluxia
should have a rather hard time trying to counter your attacks.
Each arm should take about 10 shots and once both are dead you
can move to the body.
The body uses energy attacks, and when not defended by the arms
poses very little threat in terms of damage output. The body
does 2 main attacks, the first is a quick firing energy ball
and the second is a longer, channeled energy blast. The first
attack does not pose much problems, as it is generally used with a
lower level card and thus can be countered easily. The second
attack uses higher level cards to cast, but as an advantage has
a long cast time and a cutscene when he tries to use it, giving
you ample time to counter it with a higher card / 0 or a Sleight.
As the body gets weaker it will start to fly around more and more,
trying to evade your attacks, you will have to wait for it to
start an attack, then counter it in order to stop it from moving
around for a short while.
Because of Marluxia's machine being able to fly, Sonic Blade will
not work during this fight, stick to single attacks and only
group together Sleights for use on breaking a large attack.
Defeating Marluxia will cause the second battle to start, you
will refresh your deck, (all cards will be restored / counter
reset,) for the next battle as well.
[7.21b]Marluxia V. 3
Health: 9.75
Marluxia will summon a large avatar to attack you in this battle.
Your target will be Marluxia though, who remains stationary for
the entire battle, giving you free rain to attack him.
The Avatar has 6 attacks, 4 are Sleight and the other 2 are
basic attacks.
His first attack is a melee strike similar to the ones that
the arm blades in Marluxia V. 2 use. It will cause a shockwave
and attacks along either the length of the battle area or
intersects a portion of it and goes left to right.
His second attack will summon 3 Rose petals. These petals
will rotate around Sora, and occasionally try to shoot Sora
with small energy bullets. The bullets cause low damage and are
more of an annoyance then anything else. The petals can be killed
as each has .25 bars of health, but are usually not even worth
the effort.
In addition to those 2 attacks Marluxia can deal 4 different
Sleight attacks. The first of these is a wind attack, while
it does not deal any damage to you it will push you to the
other end of the area, cutting down on your time to attack
Marluxia.
The second Sleight will summon about 6 Rose petals into the
air. These petals will each summon small lasers, all of which
will attack you at once. This ability deals moderate damage
as well as stunning your briefly.
The third Sleight is a bit more sinister. A large energy
beam will hit you, this causes no damage but will make you
lose all of your cards. The lost cards will scatter around
the battle arena, and you will need to pick them up in order
to be able to use them. After the Sleight Marluxia will pause
for about 5 seconds, giving you a small edge to collect
back as many cards as you can.
The final Sleight is called Doom. Marluxia will trap you in
dark energy and start a counter, that ticks from 9 to 0. The
ability is not counterable, in order to defeat it you need to
do a card duel against 5 cards that Marluxia will pick. Each
of these cards needs to be beaten by a card you posess before
the counter reaches 0 to break this attack. During the Sleight
you can reload, so if you run out of cards you can gain more.
Whenever you have an opening, close into Marluxia and keep
using Sonic Blade. Most of Marluxia's Sleights are low card
counts, so your Sonic Blade can break over most of them.
Bring his health to 0 to finally defeat Marluxia and complete
the game.
The end lore scene will run, followed by the credits. At the
end of the credits you will be asked to save, saving at this
point gives you clear game status, this lets you access Theatre
mode and start the second mode of the game, Reverse / Rebirth.
In addition this save game data will let you reload Sora's
game just before engaging in the Final Battle, allowing
you to backtrack and redo previous levels.
Congratulations, you have finished Sora's Story.
*End of Sora's Walkthrough*
[8]Sora's Battle Decks
Here is a detailed list of cards to assemble in decks for
certain situations. Currently there is only one for the
final boss battles, as having specialized decks for them
will make the fights easier.
[8.1]Final Bosses Deck
6x Assorted Keyblade Cards (Value of 8)
9x Assorted Keyblade Cards (Value of 7)
2x Standard Keyblade cards (Value of 0) for counters
1x Cure (Value of 6 at least)
1x Hi-Potion (any Value)
1x Cure (Value of 6 at least)
1x Megalixir (any Value)
1x Cure (Value of 6 at least)
1x Potion (any Value)
1x Maleficent (optional)
Total CP Required: 700 (625 without Maleficent)
Deck should be assembled as layed out: 8 Card Counts first, then
7's, then 0's, etc.
The point of this deck is based around the Sleight Sonic Blade,
which is attained as the 6th level based Sleight (available at
level 28) This Sleight is done by having 3 different Keyblade
cards totaling between 20 and 23.
Start any fight by using the Maleficent card if you have it.
After that page to the last 8 card you have, Sleight that
together with 2 7's and unleash it. Keep grouping Sleights
together, using the 8's first and then filling with 7's.
After you get 4 Sleights in you'll have 2 8's and a single
7 left over, Sleight all of those together to do a final.
Depending on the fight you can choose one of 2 different paths,
you can either draw out your deck length by reloading and
attacking with the 9 7's that you will have left, getting another
3 Sleights in.
If you choose to reload or not, when ready Sleight a Hi-Potion
with a single cure card, then use it (press both L1 and R1 to use
a 2 card Sleight,) during an enemies attack that you can break
with the combined value. They will recoil causing your potion
to go off 100% of the time, they might break your cure but
the cure aspect is a moot point to increase the card value of
the potions.
Once your deck is fully reloaded with a Hi-potion repeat the
previous steps of Sleighting together everything you have, Reload
again if necessary to prolong, then Sleight together your
Megalixir and another cure during the enemies attack.
*optional step to increase life span of deck*
Take all of your reloaded cards and use standard attacks, this
is where your Maleficent enemy card will come into affect,
increasing the damage of all of your attacks significantly.
Once you run out of cards Sleight your final potion and 2 Cures,
which will have been reloaded with your Megalixir This will
reload your spent cards and create a cura, healing you for any
damage incurred during using regular attacks.
With your final rotation, use Sleights again until you run out.
Reload if necessary but as long as most of your Sleights hit
almost nothing will survive.
Your 0 keys are meant for Sleights that the opponent uses
that total higher then 20, as your Sonic Blade Sleights will
either cancel each other out or fail, negating a high amount
of damage you can deal.
[9]Door Cards
Door cards are setup in 3 different colours; Red, Green and Gold.
Red cards affect your enemies, Green cards affect you and Gold
cards are used to advance the story line or to unlock treasure
rooms. This is a current list of all Door Cards I have found,
which I will update as I discover more.
Red Cards:
Tranquil Darkness
-A room with less heartless then other rooms
Heartless: 1
Room Size: 2
Feeble Darkness
-Enemy Heartless cards are 2 less then face value.
Heartless: 1
Room Size: 2
Teeming Darkness
-A room with a large amount of Heartless
Heartless: 3
Room Size: 3
Sleeping Darkness
-A room where all Heartless are asleep on the main field,
allowing you to get a first strike on them more easily.
Heartless: 1
Room Size: 1
Black Room
-A room where only Black Fungus will appear.
Heartless: 1
Room Size: 1
Premium Room
-High chance of a Premium Counter dropping during a battle.
Heartless: 2
Room Size: 2
Roulette Room
-High chance of a roulette Counter dropping during a battle.
Heartless: 2
Room Size: 2
Green Cards:
Strong Initiative
-A room where getting a first strike will also damage
the enemy units.
Heartless: 2
Room Size: 3
Meeting Ground
-At the start of every battle an Ally card will appear.
Heartless: 2
Room Size: 2
Martial Waking
-Increases the value of all Keyblade cards (Red) does not
effect 0 cards
Heartless: 2
Room Size: 2
Lasting Daze
-When engaging enemies with a first strike all enemies
will be stunned, not just the first wave.
Heartless: 2
Room Size: 2
Blue Cards:
Calm Bounty
-A room with a Treasure Chest inside.
Heartless: 0
Room Size: 1
False Bounty
-3 chests will spawn in this room, only one holds treasure,
the other 2 will spawn enemies.
Heartless: 1
Room Size: 1
Guarded Bounty
-A single chest will spawn, but there will be a single Heartless,
(does not appear like normal, will stand still permanently.)
This heartless will usually guard a ladder that leads to the
chest itself.
Heartless: 1
Room Size: 1
Moogle Room
-A room with a Moogle Trader inside.
Heartless: 0
Room Size: 1
Moment's Reprise
-A room where you can save, no Heartless
Heartless: 0
Room Size: 1
Gold Cards:
Key of Beginnings
-first Quest door
Key of Guidance
-second Quest door
Key to Truth
-Boss Door key
Key to Rewards
-Used in a final door, usually accessible after defeating a
boss. This leads to a treasure chest with loot in it.
Found after the 7th Floor in random battles.
[10]Credits
-Credit to Dark_Master_4 for help with Door cards
descriptions and abilities.
-Credit to legoking963 for clarification on
Oogie Boogie.
[11]Final Notes
This guide is only to be used by the members
of GameFaqs, Supercheats and MyCheats.
This guide, nor any parts of it, are
not to appear on any other site
without express permission from myself.
If you come across any errors or
discrepancies on this Walk through
or wish to add something, please
submit it to Kaldris "at" gmail "dot" com
Credit will be given.
Copyright 2008, Michael "Kaldris" Monast